Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Make augment slots BoP


fujeo-finel's Avatar


fujeo-finel
06.14.2012 , 08:10 PM | #1
Augment slots should be BoP, and augmented gear should be BoP. Adjust stats for augments per crew skill to balance them with Bio-chem BoP stims. That way every crew skill has an end-game advantage.

Darzil's Avatar


Darzil
06.15.2012 , 02:19 AM | #2
Quote: Originally Posted by fujeo-finel View Post
Augment slots should be BoP, and augmented gear should be BoP. Adjust stats for augments per crew skill to balance them with Bio-chem BoP stims. That way every crew skill has an end-game advantage.
That'd also destroy the crafting market. Anything you critted could not be sold, so you'd end up destroying it. On the other hand, crafted stuff would be no better than anything else you found, so you'd not be crafting anyway!

Sorry, but no.

ZudetGambeous's Avatar


ZudetGambeous
06.15.2012 , 09:33 AM | #3
Biochem BoP stims are really bad. If you are using those then you really don't care about the stats that much anyway.

As long as you could only get up to Augment 15 or so BoP and then everything above that was BoE THEN it would be balanced with Biochem.
I tell you this: though neither he nor they yet know it, he is the greatest of all the Jedi. Jacen Solo is the living Jedi dream. Even without the Force, he is more dangerous than you can possibly imagine."

Pearasite's Avatar


Pearasite
06.15.2012 , 09:49 AM | #4
Really dude?

If stims are the issue then why are you trying to adjust something else?

If stims are unbalanced then suggest a way to fix stims, not some poorly thought out way to balance them by completely breaking something else.


Another QQ thread proposing some ridiculous change with no supporting evidence.

GnatB's Avatar


GnatB
06.15.2012 , 10:31 AM | #5
Quote: Originally Posted by fujeo-finel View Post
Augment slots should be BoP, and augmented gear should be BoP. Adjust stats for augments per crew skill to balance them with Bio-chem BoP stims. That way every crew skill has an end-game advantage.
And equally broken. No skill should have an intrinsic advantage for having the skill other than making money by selling what the skill produces. Yes. They STILL need to fix biochem. (and cybertech) to remove/unrestrict their reuseables.

Estimate's Avatar


Estimate
06.15.2012 , 02:43 PM | #6
Respectfully, no!

fujeo-finel's Avatar


fujeo-finel
06.15.2012 , 05:59 PM | #7
Quote: Originally Posted by Darzil View Post
That'd also destroy the crafting market. Anything you critted could not be sold, so you'd end up destroying it. On the other hand, crafted stuff would be no better than anything else you found, so you'd not be crafting anyway!

Sorry, but no.
Augment SLOTS should be BoP, not crit gear, since crit gear will be obsolete. And I make plenty of money selling non-crit gear as it is.

Quote: Originally Posted by ZudetGambeous View Post
Biochem BoP stims are really bad. If you are using those then you really don't care about the stats that much anyway.

As long as you could only get up to Augment 15 or so BoP and then everything above that was BoE THEN it would be balanced with Biochem.
They're better than nothing.

Quote: Originally Posted by Pearasite View Post
Really dude?

If stims are the issue then why are you trying to adjust something else?

If stims are unbalanced then suggest a way to fix stims, not some poorly thought out way to balance them by completely breaking something else.

Another QQ thread proposing some ridiculous change with no supporting evidence.
So you'd be much happier making Biochem as useless as every other crew skill for gameplay, rather than other crew skills be as useful as Biochem for gameplay?

Quote: Originally Posted by GnatB View Post
And equally broken. No skill should have an intrinsic advantage for having the skill other than making money by selling what the skill produces. Yes. They STILL need to fix biochem. (and cybertech) to remove/unrestrict their reuseables.
Equally broken? You realise that means 'balanced' don't you?

Teykos's Avatar


Teykos
06.15.2012 , 08:42 PM | #8
Um...not sure why this thread exists. The augment kits DO make the item bound if you use them on the item.

fujeo-finel's Avatar


fujeo-finel
06.15.2012 , 08:52 PM | #9
Quote: Originally Posted by Teykos View Post
Um...not sure why this thread exists. The augment kits DO make the item bound if you use them on the item.
Augment kits should also be BoP, only craftable by 400 crew skills, and only applicable to gear types made by that crew skill.

Grayseven's Avatar


Grayseven
06.16.2012 , 06:11 AM | #10
No, they shouldn't. It doesn't fix anything and does nothing but severely gimps anyone who doesn't have a crafter that can make augment slots. The idea is poorly thought out and useless since it accomplishes nothing.
Sometimes you narfle the Garthok, sometimes the Garthok narfles you.